/*
   KQ is Copyright (C) 2002 by Josh Bolduc

   This file is part of KQ... a freeware RPG.

   KQ is free software; you can redistribute it and/or modify
   it under the terms of the GNU General Public License as published
   by the Free Software Foundation; either version 2, or (at your
   option) any later version.

   KQ is distributed in the hope that it will be useful,
   but WITHOUT ANY WARRANTY; without even the implied warranty of
   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
   GNU General Public License for more details.

   You should have received a copy of the GNU General Public License
   along with KQ; see the file COPYING.  If not, write to
   the Free Software Foundation,
       675 Mass Ave, Cambridge, MA 02139, USA.
*/

/*! \file
 * \brief   Hero combat
 * \author  Josh Bolduc
 * \date    ????????
 *
 * Stuff relating to hero's special combat skills
 *
 * \todo PH Make sure we understand the two methods of referring to a
 *          hero - either as an index in the pidx array or an index in
 *          the party array
 */

#include <stdio.h>
#include <string.h>

#include "kq.h"
#include "combat.h"
#include "draw.h"
#include "effects.h"
#include "eqpmenu.h"
#include "heroc.h"
#include "itemdefs.h"
#include "itemmenu.h"
#include "magic.h"
#include "menu.h"
#include "progress.h"
#include "res.h"
#include "selector.h"
#include "setup.h"
#include "skills.h"
#include "timing.h"

/* External variables */
int can_use_item = 1;

/* Internal variables */
/* Text names of hero skills */
char sk_names[MAXCHRS][7] = {
   "Rage", "Sweep", "Infuse", "Prayer", "Boost", "Cover", "Steal", "Sense"
};


/* Internal functions */
static int hero_attack (int);
static void combat_draw_items (int);
static int combat_item_menu (int);
static int combat_item_usable (int);
static int combat_item (int, int, int);
static void draw_invokable (int);
static int can_invoke_item (int);
static int hero_invoke (int);
static int hero_invokeitem (int, int);
static void hero_run (void);
static void combat_draw_spell_menu (int, int, int);
static int combat_spell_targeting (int);
static int combat_castable (int, int);



/*! \brief Auto-choose options for confused player
 *
 * Chooses actions for the character when s/he is charmed/confused.  This is
 * pretty much the same as the enemy_charmaction function and I really should
 * incorporate them into one.
 *
 * \todo    Incorporate enemy_charmaction
 *
 * \param   who Index of player (see constants in progress.h)
 */
void auto_herochooseact (int who)
{
   int eact;

   if (cact[who] == 0)
      return;
   if (fighter[who].sts[S_DEAD] != 0 || fighter[who].hp <= 0) {
      cact[who] = 0;
      return;
   }
   fighter[who].facing = 0;
   eact = rand () % 4;
   if (eact == 0) {
      cact[who] = 0;
      return;
   }
   if (eact == 1) {
      fighter[who].ctmem = 0;
      hero_attack (who);
      cact[who] = 0;
      return;
   }
   fighter[who].ctmem = auto_select_hero (who, 0);
   hero_attack (who);
   cact[who] = 0;
}



/*! \brief Count available spells
 *
 * This checks a fighter's list of spells to see if there
 * are any for her/him to cast.
 *
 * \param   who Index of Hero in your party
 * \returns the number of available spells
 */
int available_spells (int who)
{
   int a, b, e, l, numsp = 0;

   l = pidx[who];
   for (a = 0; a < 60; a++) {
      b = party[l].spells[a];
      if (b > 0) {
         if (magic[b].use == USE_ANY_INF || magic[b].use == USE_COMBAT_INF) {
            if (l == CORIN && fighter[who].aux == 2) {
               e = mp_needed (who, b);
               if (fighter[who].mp >= e && magic[b].elem < 9)
                  numsp++;
            } else {
               e = mp_needed (who, b);
               if (fighter[who].mp >= e)
                  numsp++;
            }
         }
      }
   }
   return numsp;
}



/*! \brief Is item invokable
 *
 * Tells us whether or not a specified item is invokable.
 *
 * \param   t1 Index of item
 * \returns 1 if item can be invoked, 0 otherwise
 */
static int can_invoke_item (int t1)
{
   if (items[t1].type > 5)
      return 0;
   if (items[t1].use != USE_COMBAT_ONCE && items[t1].use != USE_COMBAT_INF)
      return 0;
   return 1;
}



/*! \brief Check spell is castable
 *
 * Perform the necessary checking to determine if a spell can be
 * cast in combat and if the mp exists to do so.
 *
 * \param   spell_caster Character id
 * \param   spell_number Spell id
 * \returns 1 if spell can be cast, 0 if not
 */
static int combat_castable (int spell_caster, int spell_number)
{
   int b, c = 0;

   b = party[pidx[spell_caster]].spells[spell_number];
   if (b == M_WARP)
#ifdef DEBUGMODE
      // They can only run if we are in debugging mode >= 3
      if (can_run == 0 && debugging < 3)
         return 0;
#else
      if (can_run == 0)
         return 0;
#endif

   if (magic[b].use == USE_ANY_INF || magic[b].use == USE_COMBAT_INF) {
      if (pidx[spell_caster] == CORIN && fighter[c].aux == 2) {
         c = mp_needed (spell_caster, b);
         if (fighter[spell_caster].mp >= c && magic[b].elem < R_BLIND)
            return 1;
      } else {
         c = mp_needed (spell_caster, b);
         if (fighter[spell_caster].mp >= c)
            return 1;
      }
   }
   return 0;
}



/*! \brief Display item list
 *
 * This displays a list of the heroes items for use in combat.
 *
 * \param   pg The item list's current page
 */
static void combat_draw_items (int pg)
{
   int a, b, c, k;

   menubox (double_buffer, 72, 8, 20, 16, BLUE);
   for (a = 0; a < 16; a++) {
      // b == item index #
      b = g_inv[pg * 16 + a][0];
      // c == quantity of item
      c = g_inv[pg * 16 + a][1];
      draw_icon (double_buffer, items[b].icon, 88, a * 8 + 16);
      if (combat_item_usable (b) == 1)
         k = FNORMAL;
      else
         k = FDARK;
      print_font (double_buffer, 96, a * 8 + 16, items[b].name, k);
      if (c > 1) {
         sprintf (strbuf, "^%d", c);
         print_font (double_buffer, 224, a * 8 + 16, strbuf, k);
      }
   }
   draw_sprite (double_buffer, pgb[pg], 238, 142);
}



/*! \brief Draw spell list
 *
 * Draw the list of spells that the character can use in combat.
 *
 * \param   c Character id
 * \param   ptr The current line of the menu pointer
 * \param   pg The current page in the spell list
 */
static void combat_draw_spell_menu (int c, int ptr, int pg)
{
   int z, j, b;

   menubox (double_buffer, 80, 24, 18, 12, BLUE);
   for (j = 0; j < 12; j++) {
      z = party[pidx[c]].spells[pg * 12 + j];
      if (z > 0) {
         draw_icon (double_buffer, magic[z].icon, 96, j * 8 + 32);
         if (combat_castable (c, pg * 12 + j) == 1)
            print_font (double_buffer, 104, j * 8 + 32, magic[z].name,
                        FNORMAL);
         else
            print_font (double_buffer, 104, j * 8 + 32, magic[z].name, FDARK);
         b = mp_needed (c, z);
         sprintf (strbuf, "%d", b);
         print_font (double_buffer, 222 - (strlen (strbuf) * 8), j * 8 + 32,
                     strbuf, FNORMAL);
         draw_sprite (double_buffer, b_mp, 222, j * 8 + 32);
      }
   }
   draw_sprite (double_buffer, menuptr, 80, ptr * 8 + 32);
   draw_sprite (double_buffer, pgb[pg], 230, 126);
}



/*! \brief Use item
 *
 * Use the selected item and show the effects.
 *
 * \param   ss Index of character attacking or PSIZE if an enemy is attacking
 * \param   t1 Item to use
 * \param   tg Index of target
 * \returns 1 if anything happened, 0 otherwise
 */
static int combat_item (int ss, int t1, int tg)
{
   int a, b, r, st = tg, tt = 0, tl = 0;

   // Item cannot be used in combat
   if (combat_item_usable (t1) == 0)
      return 0;
   strcpy (ctext, items[t1].name);
   dct = 1;
   r = item_effects (ss, tg, t1);
   dct = 0;
   if (r < 2)
      return r;
   if (items[t1].tgt == TGT_ENEMY_ALL) {
      tl = 1;
      if (ss == PSIZE) {
         st = 0;
         tt = numchrs;
      } else {
         st = PSIZE;
         tt = numens;
      }
   }
   display_amount (st, FDECIDE, tl);
   for (a = st; a < st + tt; a++)
      adjust_hp (a, ta[a]);
   b = 0;
   for (a = st; a < st + tt; a++) {
      if (fighter[a].sts[S_DEAD] == 0 && fighter[a].hp <= 0) {
         fkill (a);
         b++;
      } else
         ta[a] = 0;
   }
   if (b > 0)
      death_animation (st, tl);
   return 1;
}



/*! \brief Choose combat item
 *
 * This is the menu used to display the hero's items in combat and to allow
 * him/her to select one.  The player then selects the target and the action
 * is performed.
 *
 * \param   whom Index of character who is doing the choosing
 * \returns 0 if cancelled, 1 if item was chosen
 */
static int combat_item_menu (int whom)
{
   int z, stop = 0, ptr = 0, pptr = 0;

   blit (double_buffer, back, 0, 0, 0, 0, 352, 280);
   while (!stop) {
      check_animation ();
      blit (back, double_buffer, 0, 0, 0, 0, 352, 280);
      combat_draw_items (pptr);
      draw_sprite (double_buffer, menuptr, 72, ptr * 8 + 16);
      /* put description of selected item */
      menubox (double_buffer, 72, 152, 20, 1, BLUE);
      print_font (double_buffer, 80, 160,
                  items[g_inv[ptr + pptr * 16][0]].desc, FNORMAL);
      blit2screen (0, 0);

      readcontrols ();
      if (up) {
         unpress ();
         ptr--;
         if (ptr < 0)
            ptr = 15;
         play_effect (SND_CLICK, 128);
      }
      if (down) {
         unpress ();
         ptr++;
         if (ptr > 15)
            ptr = 0;
         play_effect (SND_CLICK, 128);
      }
      if (left) {
         unpress ();
         pptr--;
         if (pptr < 0)
            pptr = 3;
         play_effect (SND_CLICK, 128);
      }
      if (right) {
         unpress ();
         pptr++;
         if (pptr > 3)
            pptr = 0;
         play_effect (SND_CLICK, 128);
      }
      if (balt) {
         unpress ();
         if (items[g_inv[pptr * 16 + ptr][0]].tgt >= TGT_ENEMY_ONE)
            z = select_enemy (whom, items[g_inv[pptr * 16 + ptr][0]].tgt - 4);
         else {
            if (g_inv[pptr * 16 + ptr][0] == I_LTONIC)
               z = select_hero (whom, items[g_inv[pptr * 16 + ptr][0]].tgt - 1,
                                1);
            else
               z = select_hero (whom, items[g_inv[pptr * 16 + ptr][0]].tgt - 1,
                                0);
         }
         if (z > -1) {
            if (combat_item (0, g_inv[pptr * 16 + ptr][0], z) == 1) {
               if (items[fighter[whom].csmem].use != USE_ANY_INF
                   && items[fighter[whom].csmem].use != USE_COMBAT_INF)
                  remove_item (pptr * 16 + ptr, 1);
               stop = 2;
            }
         }
      }
      if (bctrl) {
         unpress ();
         stop = 1;
      }
   }
   return stop - 1;
}



/*! \brief Can item be used in combat
 *
 * This tells us whether or not the specified item is usable in combat.
 *
 * \param   itno Index of item
 * \returns 1 item can be used, otherwise 0
 */
static int combat_item_usable (int itno)
{
   if (items[itno].type != 6 || items[itno].tgt == TGT_NONE)
      return 0;
   if (items[itno].use == USE_NOT || items[itno].use == USE_CAMP_ONCE
       || items[itno].use == USE_CAMP_INF)
      return 0;
   return 1;
}



/*! \brief Choose spell
 *
 * Draw the character's spell list and then choose a spell.
 *
 * \param   c Character id
 * \returns 0 if cancelled or 1 if something happened
 */
int combat_spell_menu (int c)
{
   int ptr = 0, pgno = 0, stop = 0;

   blit (double_buffer, back, 0, 0, 0, 0, 352, 280);
   play_effect (SND_MENU, 128);
   while (!stop) {
      check_animation ();
      blit (back, double_buffer, 0, 0, 0, 0, 352, 280);
      combat_draw_spell_menu (c, ptr, pgno);
      blit2screen (0, 0);

      readcontrols ();

      if (down) {
         unpress ();
         ptr++;
         if (ptr > 11)
            ptr = 0;
         play_effect (SND_CLICK, 128);
      }
      if (up) {
         unpress ();
         ptr--;
         if (ptr < 0)
            ptr = 11;
         play_effect (SND_CLICK, 128);
      }
      if (right) {
         unpress ();
         pgno++;
         if (pgno > 4)
            pgno = 0;
         play_effect (SND_CLICK, 128);
      }
      if (left) {
         unpress ();
         pgno--;
         if (pgno < 0)
            pgno = 4;
         play_effect (SND_CLICK, 128);
      }
      if (balt) {
         unpress ();
         if (combat_castable (c, pgno * 12 + ptr) == 1) {
            fighter[c].csmem = party[pidx[c]].spells[pgno * 12 + ptr];
            stop = 2;
         }
      }
      if (bctrl) {
         unpress ();
         stop = 1;
      }
   }
   if (stop == 2) {
      if ((fighter[c].csmem == M_LIFE || fighter[c].csmem == M_FULLLIFE)
          && numchrs == 1)
         return 0;
      if (pidx[c] == CORIN && fighter[c].aux == 2)
         return 1;
      if (combat_spell_targeting (c) == 1) {
         if (combat_spell (c, 0) > -1)
            return 1;
      }
   }
   return 0;
}



/*! \brief Check spell targetting
 *
 * Perform the necessary checking to determine target selection for the
 * particular character's spell.
 *
 * \param   whom Character id
 * \returns -1 if the spell has no targetting,
 *          0 if cancelled
 *          1 if target selected
 */
static int combat_spell_targeting (int whom)
{
   int a, tg;

   a = fighter[whom].csmem;
   if (magic[a].tgt == 0)
      return -1;
   if (magic[a].tgt <= TGT_ALLY_ALL) {
      if (a == M_LIFE || a == M_FULLLIFE)
         tg = select_hero (whom, magic[a].tgt - 1, NO_STS_CHECK);
      else
         tg = select_hero (whom, magic[a].tgt - 1, 0);
      if (tg == -1)
         return 0;
      else
         fighter[whom].ctmem = tg;
   } else {
      tg = select_enemy (whom, magic[a].tgt - 4);
      if (tg == -1)
         return 0;
      else
         fighter[whom].ctmem = tg;
   }
   return 1;
}



/*! \brief Draw equipment list
 *
 * Draw the character's list of equipment.
 *
 * \param   dud Index of party member to draw
 */
static void draw_invokable (int dud)
{
   int a, tt, grd;

   menubox (double_buffer, 72, 80, 20, 6, BLUE);
   for (a = 0; a < 6; a++) {
      tt = party[dud].eqp[a];
      grd = can_invoke_item (tt) ? FNORMAL : FDARK;
      draw_icon (double_buffer, items[tt].icon, 88, a * 8 + 88);
      print_font (double_buffer, 96, a * 8 + 88, items[tt].name, grd);
   }
}



/*! \brief Select target for hero
 *
 * Select a target for the hero to attack.
 *
 * \param   whom Index of player (see constants in progress.h)
 * \returns index of target
 */
static int hero_attack (int whom)
{
   int tgt;

   if (fighter[whom].sts[S_CHARM] == 0)
      tgt = select_enemy (whom, 0);
   else {
      if (fighter[whom].ctmem == 0)
         /* PH fixme: replaced 99 with NO_STS_CHECK */
         /* was 99 a bug? see auto_select_hero()  */
         tgt = auto_select_enemy (whom, NO_STS_CHECK);
      else
         tgt = auto_select_hero (whom, NO_STS_CHECK);
   }
   if (tgt == -1)
      return 0;
   fighter[whom].aframe = 6;
   curx = -1;
   cury = -1;
   battle_render (0, 0, 0);
   blit2screen (0, 0);
   kq_wait (150);
   fight (whom, tgt, 0);
   return 1;
}



/*! \brief Show menu for action selection
 *
 * Give the player a menu for a specific character and
 * allow him/her to choose an action.
 *
 * \param   who Index of player (see constants in progress.h)
 */
void hero_choose_action (int who)
{
   int stop = 0, sptr = 1, ptr = 0, a, amy;
   int my = 0, chi[9], tt;
   char ca[9][8];

   if (cact[who] == 0)
      return;
   unpress ();
   fighter[who].defend = 0;
   fighter[who].facing = 0;
   if (pidx[who] != CORIN && pidx[who] != CASANDRA)
      fighter[who].aux = 0;
   while (!stop) {
      check_animation ();
      battle_render (who + 1, who + 1, 0);
      my = 0;
      strcpy (ca[my], "Attack");
      chi[my] = C_ATTACK;
      my++;
      if (hero_skillcheck (who)) {
         strcpy (ca[my], sk_names[pidx[who]]);
         chi[my] = C_SKILL;
         my++;
      }
      if (fighter[who].sts[S_MUTE] == 0 && available_spells (who) > 0) {
         strcpy (ca[my], "Spell");
         chi[my] = C_SPELL;
         my++;
      }
      if (can_use_item) {
         strcpy (ca[my], "Item");
         chi[my] = C_ITEM;
         my++;
      }
      tt = 0;
      for (a = 0; a < 6; a++)
         if (can_invoke_item (party[pidx[who]].eqp[a]))
            tt++;
      if (tt > 0) {
         strcpy (ca[my], "Invoke");
         chi[my] = C_INVOKE;
         my++;
      }
      if (my > 5)
         amy = 224 - (my * 8);
      else
         amy = 184;
      menubox (double_buffer, 120, amy, 8, my, BLUE);
      for (a = 0; a < my; a++)
         print_font (double_buffer, 136, a * 8 + amy + 8, ca[a], FNORMAL);
      if (sptr == 1)
         draw_sprite (double_buffer, menuptr, 120, ptr * 8 + amy + 8);
      if (sptr == 0) {
         menubox (double_buffer, 64, amy, 6, 1, BLUE);
         print_font (double_buffer, 72, amy + 8, "Defend", FNORMAL);
      }
      if (sptr == 2) {
         menubox (double_buffer, 192, amy, 3, 1, BLUE);
         print_font (double_buffer, 200, amy + 8, "Run", FNORMAL);
      }
      blit2screen (0, 0);

      readcontrols ();
      if (up) {
         unpress ();
         ptr--;
         if (ptr < 0)
            ptr = my - 1;
         play_effect (SND_CLICK, 128);
      }
      if (down) {
         unpress ();
         ptr++;
         if (ptr >= my)
            ptr = 0;
         play_effect (SND_CLICK, 128);
      }
      if (left) {
         unpress ();
         sptr--;
         if (sptr < 0)
            sptr = 0;
      }
      if (right) {
         unpress ();
         sptr++;
#ifdef DEBUGMODE
         // If we're debugging, we will force the ability to RUN
         if (debugging >= 3)
            sptr = 2;
         else        // This "else" isn't aligned with the following line,
                     // but the following line needs to be accessed regardless
                     // of whether DEBUGMODE is declared or not.
                     // It also needs to run incase "debugging" is NOT >= 3.
#endif
         if (sptr > 1 + can_run)
            sptr = 1 + can_run;
      }
      if (balt) {
         unpress ();
         if (sptr == 0) {
            fighter[who].defend = 1;
            cact[who] = 0;
            stop = 1;
         }
         if (sptr == 2) {
            hero_run ();
            cact[who] = 0;
            stop = 1;
         }
         if (sptr == 1) {
            switch (chi[ptr]) {
            case C_ATTACK:
               if (hero_attack (who) == 1) {
                  cact[who] = 0;
                  stop = 1;
               }
               break;
            case C_ITEM:
               if (combat_item_menu (who) == 1) {
                  cact[who] = 0;
                  stop = 1;
               }
               break;
            case C_INVOKE:
               if (hero_invoke (who) == 1) {
                  cact[who] = 0;
                  stop = 1;
               }
               break;
            case C_SPELL:
               if (combat_spell_menu (who) == 1) {
                  cact[who] = 0;
                  stop = 1;
               }
               break;
            case C_SKILL:
               if (skill_use (who) == 1) {
                  cact[who] = 0;
                  stop = 1;
               }
               break;
            }
         }
      }
   }
}



/*! \brief Set up heroes for combat
 *
 * This sets up the heroes' fighter vars and frames.
 * The frames are:
 * - Facing away
 * - Facing towards
 * - Arms out
 * - Dead
 * - Victory
 * - Arms forward
 *
 * Then an array to the right where each character is wielding
 * some different luminous green weapons.
 * These colours are replaced by the 'true' weapon colours as
 * determined by s_item::kol .
 * The shape is chosen by s_fighter::cwt
 */
void hero_init (void)
{
   int z, i, p, n;
   DATAFILE *pb;

   update_equipstats ();
   pb = load_datafile_object (PCX_DATAFILE, "USBAT_PCX");
   for (i = 0; i < numchrs; i++) {
      for (p = 0; p < MAXCFRAMES; p++)
         clear_bitmap (cframes[i][p]);
      z = pidx[i];
      blit ((BITMAP *) pb->dat, cframes[i][0], 0, z * 32, 0, 0, 32, 32);
      blit ((BITMAP *) pb->dat, cframes[i][1], 32, z * 32, 0, 0, 32, 32);
      blit ((BITMAP *) pb->dat, cframes[i][2], 64, z * 32, 0, 0, 32, 32);
      blit ((BITMAP *) pb->dat, cframes[i][3], 96, z * 32, 0, 0, 32, 32);
      blit ((BITMAP *) pb->dat, cframes[i][4], 128, z * 32, 0, 0, 32, 32);
      blit ((BITMAP *) pb->dat, cframes[i][5], 160, z * 32, 0, 0, 32, 32);
      blit ((BITMAP *) pb->dat, cframes[i][6], z * 64 + 192,
            fighter[i].cwt * 32, 0, 0, 32, 32);
      blit ((BITMAP *) pb->dat, cframes[i][7], z * 64 + 224,
            fighter[i].cwt * 32, 0, 0, 32, 32);
      if (fighter[i].cwt > 0 && items[party[z].eqp[0]].kol > 0) {
         for (n = 0; n < cframes[i][0]->h; n++) {
            for (p = 0; p < cframes[i][0]->w; p++) {
               if (cframes[i][6]->line[n][p] == 168)
                  cframes[i][6]->line[n][p] = items[party[z].eqp[0]].kol;
               else {
                  if (cframes[i][6]->line[n][p] == 175)
                     cframes[i][6]->line[n][p] =
                        items[party[z].eqp[0]].kol + 4;
               }
               if (cframes[i][7]->line[n][p] == 168)
                  cframes[i][7]->line[n][p] = items[party[z].eqp[0]].kol;
               else {
                  if (cframes[i][7]->line[n][p] == 175)
                     cframes[i][7]->line[n][p] =
                        items[party[z].eqp[0]].kol + 4;
               }
            }
         }
      }
      for (p = 0; p < MAXCFRAMES; p++)
         tcframes[i][p] = copy_bitmap (tcframes[i][p], cframes[i][p]);

      fighter[i].cw = 32;
      fighter[i].cl = 32;
      fighter[i].aframe = 0;
   }
   unload_datafile_object (pb);
}



/*! \brief Display and choose item
 *
 * Displays the characters list of equipment and which ones are invokable.
 * The player may then choose one (if any) to invoke.
 *
 * \param   whom Index of character
 * \returns 1 if item was selected, 0 if cancelled
 */
static int hero_invoke (int whom)
{
   int stop = 0, ptr = 0;
   int dud;

   blit (double_buffer, back, 0, 0, 0, 0, 352, 280);
   dud = pidx[whom];
   while (!stop) {
      check_animation ();
      blit (back, double_buffer, 0, 0, 0, 0, 352, 280);
      draw_invokable (dud);
      draw_sprite (double_buffer, menuptr, 72, ptr * 8 + 88);
      blit2screen (0, 0);

      readcontrols ();
      if (up) {
         unpress ();
         ptr--;
         if (ptr < 0)
            ptr = 5;
         play_effect (SND_CLICK, 128);
      }
      if (down) {
         unpress ();
         ptr++;
         if (ptr > 5)
            ptr = 0;
         play_effect (SND_CLICK, 128);
      }
      if (balt) {
         unpress ();
         if (can_invoke_item (party[dud].eqp[ptr])) {
            if (hero_invokeitem (whom, party[dud].eqp[ptr]) == 1)
               stop = 2;
         } else
            play_effect (SND_BAD, 128);
      }
      if (bctrl) {
         unpress ();
         stop = 1;
      }
   }
   return stop - 1;
}



/*! \brief Invoke hero item
 *
 * Invoke the specified item according to target.
 * Calls select_hero or select_enemy as required.
 * \note Includes fix for bug (SF.net) "#858657 Iron Rod Multiple Target Fizzle"
 *       aka (Debian) "#224521 Multitargeting with iron rod crashes"
 *       submitted by Sam Hocevar
 *
 * \param   whom Index of target in Hero's party
 * \param   eno Item that is being invoked
 * \returns 1 if item was successfully used, 0 otherwise
 */
static int hero_invokeitem (int whom, int eno)
{
   int tg = 0, a, b;

   if (items[eno].tgt <= TGT_ALLY_ALL && items[eno].tgt != 0) {
      tg = select_hero (whom, items[eno].tgt - 1, 0);
      if (tg == -1)
         return 0;
   }
   if (items[eno].tgt >= TGT_ENEMY_ONE) {
      tg = select_enemy (whom, items[eno].tgt - 4);
      if (tg == -1)
         return 0;
   }
   if (items[eno].imb > 0) {
      cast_imbued_spell (whom, items[eno].imb, items[eno].stats[A_ATT], tg);
      return 1;
   }

   /*
      This will likely become a separate function, but here is
      where we are invoking items.
    */
   if (eno == I_STAFF1) {
      strcpy (ctext, "Neutralize Poison");
      draw_spellsprite (0, 1, 27, 0);
      for (a = 0; a < numchrs; a++)
         if (fighter[a].sts[S_DEAD] == 0)
            fighter[a].sts[S_POISON] = 0;
   }
   if (eno == I_ROD1) {
      b = rand () % 3 + 1;
      strcpy (ctext, "Magic Missiles");
      dct = 1;
      ta[tg] = 0;
      for (a = 0; a < b; a++) {
         if (fighter[tg].sts[S_DEAD] == 0) {
            draw_attacksprite (tg, 0, 4, 1);
            special_damage_oneall_enemies (whom, 16, -1, tg, 0);
         }
      }
      dct = 0;
   }
   return 1;
}



/*! \brief Can heroes run?
 *
 * Check whether or not the heroes can run, and then display
 * the little running-away sequence.
 */
static void hero_run (void)
{
   int a, b = 0, c = 0, bt = 0, ct = 0, p, fr, fx, fy, g = 0;
   // TT: slow_computer additions for speed-ups
   int count;

   if (ms == 1)
      a = 125;
   else
      a = 74;
   for (p = 0; p < numchrs; p++) {
      if (fighter[p].sts[S_DEAD] == 0) {
         b++;
         bt += fighter[p].stats[A_SPD];
      }
   }
   if (b == 0)
      program_death ("Fatal error: How can a dead party run?");
   else
      bt = bt / b;
   for (p = PSIZE; p < PSIZE + numens; p++) {
      if (fighter[p].sts[S_DEAD] == 0) {
         c++;
         ct += fighter[p].stats[A_SPD];
      }
   }
   if (c == 0)
      program_death
         ("Fatal error: Why are the heroes running from dead enemies?");
   else
      ct = ct / c;
   if (bt > ct)
      a += 25;
   if (bt < ct)
      a -= 25;
   if (rand () % 100 < a) {
      if (rand () % 100 < (100 - a)) {
         g = b * fighter[PSIZE].lvl * c;
         if (gp < g)
            g = gp;
         gp -= g;
      }
   } else {
      menubox (double_buffer, 84, 32, 17, 1, BLUE);
      print_font (double_buffer, 92, 40, "Could not escape!", FNORMAL);
      blit2screen (0, 0);
      wait_enter ();
      return;
   }
   if (g > 0)
      sprintf (strbuf, "Escaped! Dropped %d gold!", g);
   else
      sprintf (strbuf, "Escaped!");
   g = strlen (strbuf) * 4;

   /* TT: slow_computer addition for speed-ups */
   if (slow_computer)
      count = 3;
   else
      count = 20;

   for (c = 0; c < 5; c++) {
      for (a = 0; a < count; a++) {
         clear_bitmap (double_buffer);
         menubox (double_buffer, 152 - g, 32, strlen (strbuf), 1, BLUE);
         print_font (double_buffer, 160 - g, 40, strbuf, FNORMAL);
         for (b = 0; b < numchrs; b++) {
            fx = fighter[b].cx;
            fy = fighter[b].cy;
            fr = 0;
            if (a > 10)
               fr++;

            if (fighter[b].sts[S_DEAD] == 0)
               draw_sprite (double_buffer, frames[pidx[b]][fr], fx, fy);
         }
         blit2screen (0, 0);
         kq_wait (10);
      }
   }
   revert_equipstats ();
   combatend = 2;
}
